diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 5c562da..2efad8c 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -9323,11 +9323,16 @@ public sealed class GameWindow : IDisposable minDistance: 0f, distanceToObject: useRadius, moveTowards: true, - // High walkRunThreshold → walk mode by default. If the - // body is far enough to actually need to run, ACE's - // subsequent MovementType=6 will overwrite with the - // wire's real threshold. - walkRunThreshold: 9999f); + // 15 m matches ACE's MoveToParameters.SetDefaults + // WalkRunThreshold for non-combat Use/PickUp paths. + // Using 9999 here forced walk-mode for the brief window + // between this speculative install and ACE's MovementType=6 + // overwrite — far targets briefly walked before switching + // to run, which the user observed as "we only walk, not + // running from the correct threshold". 15.0 lines up with + // what ACE will send anyway, so the initial decision and + // the overwrite agree. + walkRunThreshold: 15.0f); } ///